By IndieGames.com - The Weblog

First Spelunky XBLA Screenshots Released


Granted that these screenshots are still a work in progress and may look different at a later date, but the new images posted up on Spelunky World today does show what kind of art direction that Derek is going for in the upcoming XBLA version of Spelunky.

The game is still scheduled for a release on the Xbox Live Arcade service sometime in 2010. Derek will also be participating in an hour-long IGS panel on the subject of art this year together with Edmund McMillen (Super Meat Boy), David Hellman (Braid) and Ben Ruiz (Aztez), so if you're attending GDC don't miss the session which happens on Wednesday, March 10th. Continue reading

By IndieGames.com - The Weblog

Indie Game Links: Sick of Hearing About Meat Boy & Monaco

Cave StoryToday's collection of independent game links: a comic that's not drawn by Edmund McMillen, the release of a couple of games not made by Andy Schatz or Tommy Refenes, and some free soundtracks which were definitely not composed by Danny Baranowsky. (image source)

Lively Ivy: Fantasy vs. Reality
"If you've ever wondered what it's like to be an indie game developer, boy do I have some slides for you."

Kloonigames: Count On Me
"In January we decided to check out what openFrameworks was all about. It's actually pretty good. So I decided to go along and do an iPhone game about matching stuff with it."

The Bottom Feeder: Avernum 6 For Windows Released
"We have finally released Avernum 6, the final game in the Avernum saga, for Windows. If you like huge, indie role-playing games with a retro flair, you could do worse than to check it out."

GameSetWatch: CarneyVale: Showtime Swings To Games for Windows Live
"CarneyVale: Showtime, the game that beat out 350 entries to win $40,000 at Microsoft's XNA Dream-Build-Play competition in 2008, will arrive on PCs later this year thanks to an exclusive distribution contract with Games for Windows Live."

Indie Strategy Games: The Indie Strategy Bundle
Gratuitous Space Battles, Solium Infernum and AI War at only $49.99, but for this weekend only.

Deadheat Interactive: Sword of Legends Demo
"Most of the game engine is complete, but the demo only really shows off a very small portion of it. Maybe one day progress will continue, but at the moment it's currently on hold."

Osmos: Exclusive Free Soundtrack
"Many fans have requested for the music to Osmos, so here it is. It's an extended, free soundtrack, running 50 minutes in total."

The Marionette: Soundtrack Exclusive
"For a short period of one week, I'm making the soundtrack available especially for everyone. The soundtrack includes full versions of many of the tunes found in the game." Continue reading

By Simon Carless

GDC 2010 Rounds Off Indie Coverage With Indie Fund Talk, Gamma, Nuovo Sessions

Game Developers Conference organizers have confirmed the final set of independent game-specific content, including Ron Carmel on the just-debuted Indie Fund, the Gamma IV party/showcase, and the EGW-replacing Nuovo Sessions game showcase.

The newly confirmed details round off a multitude of independent game-specific content at the March 9th-13th event, held at the Moscone Center in San Francisco, including the 12th Annual Independent Games Festival -- featuring over 30 top indie games playable on the GDC Expo floor from Thursday 11th to Saturday 13th, as well as the major IGF Awards on Thursday 11th at 6.30pm.

In addition, the 4th Independent Games Summit on Tuesday 9th and Wednesday 10th has added and clarified a number of sessions, with 2D Boy's Ron Carmel kicking off the event with 'Indies and Publishers: Fixing a System That Never Worked', now confirmed to discuss the new Indie Fund organization.

Another major new panel, 'Tripping The Art Fantastic', features Spelunky creator Derek Yu, Braid artist David Hellman and Super Meat Boy co-creator Edmund McMillen discussing "how each one of these figures influences the state of game art, from hand painted epics to short form experimental Flash games."

Other previously unhighlighted Independent Games Summit lectures and panels include a trio on 'Savvy Indie Solutions to Difficult Development Problems', with Monaco's Andy Schatz, Canabalt's Adam Saltsman and Aquaria's Alec Holowka weighing in on "three unique approaches to game design" focusing on smaller as better -- alongside a number of other major lectures.

Also newly announced on Wednesday is a special GDC Mobile/Handheld session named 'IGF Mobile Showcase', with some of the category winners from the Independent Games Festival Mobile competition discussing the work behind their award-winning iPhone and Nintendo DSi titles - including Lilt Line, Glow Artisan and Spider: The Secret of Bryce Manor.

There's also a notable off-site party in the indie space, and open to all GDC attendees. In the evening of March 10th, a host of notable independent studios are banding together to present the Gamma IV One Button Event, a party featuring six 'one button games' picked from over 150 entries to Kokoromi's game challenge, plus music from Baiyon, Starpause, and more. The chosen Gamma IV games will then appear in playable form at a special Pavilion on the GDC Expo Floor from March 11th-13th.

Finally, with the Experimental Gameplay Workshop at the GDC Main Conference being cancelled at short notice, IGF co-organizers Matthew Wegner and Steve Swink have stepped in to the same time slot to present 'The Nuovo Sessions'. This is "a look at some of the new, alternative games and game concepts nominated for the Independent Games Festival's Nuovo Awards, along with prototypes and productions from like-minded individuals."

Confirmed speakers for the session include Daniel Benmergui (Today I Die), Alex Bruce (Hazard: The Journey Of Life), Ian Bogost (A Slow Year), Farbs (Captain Forever, pictured), Cactus (Tuning), Steve Swink (Shadow Physics), Ian Dallas (The Unfinished Swan), Tyler Glaiel & Jon Schubbe (Closure), Terry Cavanagh (VVVVVV), and Justin Smith (Enviro-Bear 2000), who will be showing existing titles, new prototypes, and discussing multiple ways to create video games that think different.

More information about GDC 2010 -- run by this website's parent firm -- is available on the official Game Developers Conference weblog, and the GDC Schedule Builder has a complete list of lectures for the event. Regular discounted online registration for GDC 2010 is only available until Thursday, March 4 at 1pm PT.

By IndieGames.com - The Weblog

GDC 2010 Rounds Off Indie Coverage With Indie Fund Talk, Gamma, Nuovo Sessions

Game Developers Conference organizers have confirmed the final set of independent game-specific content, including Ron Carmel on the just-debuted Indie Fund, the Gamma IV party/showcase, and the EGW-replacing Nuovo Sessions game showcase.

The newly confirmed details round off a multitude of independent game-specific content at the March 9th-13th event, held at the Moscone Center in San Francisco, including the 12th Annual Independent Games Festival -- featuring over 30 top indie games playable on the GDC Expo floor from Thursday 11th to Saturday 13th, as well as the major IGF Awards on Thursday 11th at 6.30pm.

In addition, the 4th Independent Games Summit on Tuesday 9th and Wednesday 10th has added and clarified a number of sessions, with 2D Boy's Ron Carmel kicking off the event with 'Indies and Publishers: Fixing a System That Never Worked', now confirmed to discuss the new Indie Fund organization.

Another major new panel, 'Tripping The Art Fantastic', features Spelunky creator Derek Yu, Braid artist David Hellman and Super Meat Boy co-creator Edmund McMillen discussing "how each one of these figures influences the state of game art, from hand painted epics to short form experimental Flash games." Continue reading

By Simon Carless

Road to the IGF: Team Meat’s Super Meat Boy

[In the latest Road to the IGF interview with 2010 Independent Games Festival finalists, Gamasutra speaks with Edmund McMillen and Tommy Refenes, co-developers of multiple award-nominated 2D platformer Super Meat Boy.]

Edmund McMillen and Tommy Refenes are old hands when it comes to making independent games, with years of experience across numerous games.

Now, the two have teamed up to create upcoming WiiWare and Windows title Super Meat Boy, a followup to the original Flash-based platformer Meat Boy co-created by McMillen.

Then they teamed up to answer some questions in our ongoing series of interviews with finalists in the Independent Games Festival, where the duo -- christened Team Meat -- was nominated for two awards, Excellence in Audio and the Seumas McNally Grand Prize.

In this interview, McMillen and Refenes borderline incoherently discuss their development history, their relationship as a team, and their thoughts on the indie scene.

What is your background in making games?

Edmund McMillen: I've been making indie games exclusively for the past six years. My first published title, Gish, came out in 2004. Since then I've been doing mostly personal projects in Flash, like Coil, Aether, Spewer and Time Fcuk.

Tommy Refenes: I was an engine programmer at a studio that just recently went bankrupt. I left that studio in 2006 and started a game called Goo! with my friend Aubrey Hesselgren. It was an IGF Finalist in 2008 for Technical Excellence, but those mean-spirited guys at 2D Boy stole it. Then they beat me up and stole my wallet! I HAD JUST OVER 15 MILLION DOLLARS IN THAT WALLET!!!!!

What development tools did you use?

TR: Visual Studio. I wrote a Flash exporter for Edmund so he can take his Flash doodles and codify them for my engine. These are all technical terms. I don't expect all the readers to understand.

EM: I used Flash for the art, and Tommy for his body.

TR: I've known what this was from the start.

How long has your team been working on the game?

TR: I think we officially started Super Meat Boy when Goo! didn't get in for the 2009 IGF, so just about a year. That's when we got our Wii kit and I started coding.

How did you come up with the concept for the game? Why meat? Did you think of any other solids?

EM: Meat Boy started out as a Flash prototype i did with Jon McEntee in late 2008. I designed Meat Boy around a little red cube we had in as a placeholder. It kind of looked like a little cube of meat. I always thought it was cool to have a character that left a trail so you could see where you had been, so meat was perfect.

Also, we choose meat because we aren't communists.

This is a cross-platform game made by two guys. What challenges did that present?

TR: Oh, the main challenge is maintaining my extremely torrid, sexually-pleasing relationship with my very hot, young, sma... Uggh...

I can't even finish that sentence without crying. I have no life, so I wrote this engine to be easily portable to other platforms, so the actual porting and maintenance process of X number of platforms has not been too difficult.

It is kind of a pain to juggle all the tasks that are associated with keeping X code bases up to date, but I'm in the swing of it.

Do you feel like you're trying to answer pent-up demand for hardcore, difficult twitch games?

EM: No. I think we are just trying to remake Mario Bros. Super Meat Boy is basically what the original Mario would have been if we designed it.

If you could start the project over again, is there anything you would do differently?

EM: Somehow have gotten health insurance.

TR: Somehow have gotten Ed health insurance.

Have you played any of the other IGF finalists? Any games you particularly enjoyed?

EM: Hell yes! Enviro-Bear 2000, Star Guard, Today I Die, Closure, and Tuning are all amazing games that I enjoyed very much.

TR: All the ones Ed said. I will not play anything by Andy Schatz!

What do you think of the current state of the indie scene?

TR: Yes.

EM: No offense, and I know indies, I like indies. I've been to GDC. With that being said, you are a writer. You are saying, "Let's cut and run."

I have to tell you, I have been nervous about this interview with you, because what I feel like saying is, "Sir, prove to me that you are not working with our enemies." And I know you're not. I'm not accusing you of being an enemy, but that's the way I feel, and I think a lot of Americans will feel that way.

[Previous 'Road To The IGF' interview subjects have included Enviro-Bear 2000 developer Justin Smith, Rocketbirds: Revolution's co-creators Sian Yue Tan and Teck Lee Tan, and Vessel co-creator John Krajewski.]

By Simon Carless

Team Meat Selling Super Meat Boy Comic, Stickers

Originally created as promotional materials and contest prizes for its upcoming PC/WiiWare game, the Super Meat Boy comic is now available for sale through Team Meat developer Edmund McMillen's Etsy shop for $8 (before shipping/handling).

The comics will come signed with two Meat Boy stickers -- you might even receive a button, if you're good. In addition to introducing the plot of Super Meat Boy, the books feature a great Superman parody cover, activities like "spot the differences" and word search, and portraits of characters like Sushi Boy, KFC Boy, and Bacon Boy.

There are only 15 left in stock, though, so grab a copy soon if you want one! Team Meat says it will never reprint the comics.

By Simon Carless

Opinion: Indie Game Design Do-s and Don’t-s: A Manifesto

[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.]

One of the most common questions I'm asked in interviews is, "Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?" Well, I actually answered it this time: I came up with this list of indie do-s and don't-s.

Now, I'm going to make clear that I'm not perfect and I'm sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter.

Also note that when I refer to a "designer" or "artist," I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence.

This is a list for the creative designer who strives to be independent. This isn't advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to "just make some cool shit people will love."

Anyway, here's the list. Take what works for you and leave what doesn't:

1. Be honest.
When I say "be honest" I mean to speak from your heart. Don't be manipulative or condescending in your work; treat the player how you'd wanted to be treated. Honesty is extremely valuable when making art.

2. Realize you're making art.
Game designers are artists and have advantages over non-creative jobs; think about what they are and exploit them. Your goal shouldn't be to make tons of money. If it were, you would have gone to business school or become a doctor. This is a creative field and should be treated as such first and foremost. Financing your art comes later. This is probably your greatest advantage as an indie designer.

3. Design from the heart.
Write / design around things you're passionate about. Put yourself into your work and show the world who you are. What do you love? What do you hate? Why? All notable film makers have a stamp, something that appears in their work and speaks to who they are. These themes will always come through to your audience, giving your work a sense of your self.

4. Take big risks.
Try to innovate the hell out of anything you make. From how your game plays to how it looks, be unique and you'll stand out. Push your personal limits, try new genres, mechanics and aesthetics. Experimentation and risk are the keys to growing as an artist. Don't be scared of failure; you don't have much to lose and you'll only learn from your mistakes.

5. Don’t bite off more then you can chew.
If you're just starting out, think small, then think smaller. If you start on something big you won't finish it and if you do you'll be burnt out and probably won't make another. A filmmaker never starts his career with a blockbuster movie. One of the easiest mistakes to make starting out is letting ambition drive you down a path you're not ready to travel. Slow down, take your time and start simple. Prototyping is crucial for all designers.

6. Practice (make lots of small games).
Make lots of small ideas quickly; build on the ones that work. If you look at any successful or "fully realized" game in the indie scene you'll note that it began as a simple prototype. If you get an idea that feels right, simplify it. Strip it to its core element; this element will become the glue that holds your work together. The stronger the glue the more you can add. On the opposite end, if the glue isn't holding, move on. Don't waste your time trying to fix something that won't work. If it's not interesting or fun in its primitive form, it's not going to be when it's finished.

7. Make the games YOU want to make.
Go with what moves you. If you're no longer feeling something, put it down and work on what you want. I've found that all of my best games were ones I made quickly and felt passionate about. The ones that sucked were ones I lost interest in but forced myself to finish. If things have gone sour and you feel yourself losing interest in a project, try looking at it differently. A simple change of perspective or reinvention of an existing mechanic can make all the difference when you're losing motivation.

8. Stand out.
Don’t make something that looks or feels exactly like an existing work. When people experience something new they're more forgiving of its design, and in the end your creation will get more attention. This should be obvious, but somehow goes over the heads of most designers. If you notice a trend in aesthetics or play mechanics: DON'T DO THAT. Avoid trends; innovate and break new ground. Stop making goddamn ninja and zombie games and if you're making a shooter don't put it in space. Seriously.

9. Think critically.
99% of game design is critical thinking. Try to find holes in your designs: if you can't fill them, move on to something else. Before you set out to work on your project you should have already given plenty of thought to how it might NOT work. Start asking how these core elements cpi;d be exploited and how might things come back to haunt you in the future. Thinking critically is the key to avoiding later conflict; always look before you leap. Take a step back from your project. Consider it the same way you would someone else's work. If you hadn't made it, what would you see as its strengths and weaknesses?

10. Play games.
You can't expect to learn anything if you aren't playing what's out. Even if they suck, games that sell well in the mainstream do it for a reason: pick them apart and find out why. If you don't play them, you won't know what NOT to do when you make your own.

11. Dissect existing formulas.
All game "genres" are formulas. Level design, teaching rules, jumping patterns: it's all according to a formula. Pick apart those formulas and see how they work. Play a shit load of games: find out what elements you like, decide why you like them, then redesign them. It's as vital to be able to deconstruct a game's formula as it is to be able construct one. In most cases you'll learn much more from deconstruction. You already have thousands of existing formulas at your disposal.

12. Grow up.
Chances are you're not a fucking kid anymore, so if you feel like making a more adult game, do so. When you’re indie you don’t have to answer to anyone, so stop designing games like you have to have to pass ESRB. I'm not saying everyone should make porn games, but why do all video games seem to have immature themes? People aren't stupid: stop treating them like they are. Speak through your work like you would to your friends, design for yourself and don't censor your ideas.

13. Go outside.
The world outside your room is important. It can also be very inspiring. Go take an adventure, then come home and write a game about it. That’s what Miyamoto did. I believe that you can't be inspired without living. Life is what every artist pulls from; how could you pull from something that wasn't there? We all strive to be great, and most of us tend to obsess over our work, but it's important to have balance. Go do things that don't involve video games and computers. Don't become stagnant.

14. Stay balanced.
Many designers are prone to depression or other mental disorders. Take care of your brain and, most importantly, yourself.


15. Stay Grounded.
No matter how good you think you are there'll always be someone better. stay humble and accept that you're not perfect. A designer's ego can easily put up walls that will stunt his growth just because he doesn't want to admit he might be wrong. The moment you think you have nothing to learn is the moment you should quit. Be honest with yourself, admit your flaws and shortcomings and accept that you're probably wrong.

16. Be open to feedback.
If a bunch of people say your game is lacking in some area, but you insist it's perfect, chances are you're wrong. It's hard to take critical feedback, especially when it's right. Loosen up, stay humble, remember you're not as great as you think you are. If players agree that something's wrong, you should probably take a step back to reconsider what you're doing. But don't make the mistake of just doing what your audience expects. If they have an issue with something, figure out why. If people don't like how your game controls, this could mean one of hundreds of things, from how things move in the game to what buttons it uses. When responding to feedback, ask specific questions and try to find the root of the problem. Don't attempt a quick fix by just cutting out the problem.

17. Work with people.
People are nice. Some are good at things you aren’t. Game design uses your whole brain; chances are you’re lacking in some area. Find someone who can fill your hole. In my experience, there's a yin/yang dynamic between a person with a technical mind and one with a creative mind. I've found in this a perfect marriage of ideas and approaches. That's not to say this will be everyone's experience. But I do think it's important to work with at least one other person. The indie game designer can easily become a hermit and having someone else in the room to validate an idea can be the one thing that stops you from becoming that recluse who bathes with bleach.

18. Network.
Talk to other designers, fans, the media about what you're doing. You might gain some perspective on how others view your work, maybe even make a few friends. There's no shame about wanting to talk to people about your work. The biggest misconception is to assume that people don't want to hear about creative folks. They do. Writers love to write about you, fans want to know about your next project, and designers want to share their ideas and experiences with you. Talk!

19. Be excited about your work.
If you can't get excited about something you’ve done, how can you expect others to be? Talk about your work and sell yourself as well as your game. If your work doesn't excite you, why are you doing it? If you're not happy doing what you do, stop. It's impossible to be properly motivated unless you love what you're doing; don't be scared to let that passion spill into the press. Being indie means making your own rules: if your own rules don't excite you, rethink them.

20. Join communities.
Indie game communities are booming: join one. You don’t have to post anything, but reading them will give you an understanding of the dos and don'ts of beginning game development, as well as insight and opinions about design in general.

21. Learn a little about business.
Business sucks ass, but it's important to know something about it so you'll know if you're getting fucked over. This goes hand-in-hand with networking: ask like-minded people about business situations they've been in. Find out how much things go for, percentage cuts, sales numbers and the best places to sell your wares. It's easy to get caught up in a seemingly amazing publishing deal if you have no perspective on how things work, and just as easy to get totally fucked over and lose your intellectual property in the process.

22. Don't worry about being poor.
Indie game designers are starving artists. Be frugal and humble. Again, your goal shouldn't be financial gain first and foremost, If it is, you will most likely fail. A profitable indie game designer is a rare thing. If you value money over "a job well done" then this isn't the field for you.

23. Try to make money.
Selling your work, getting your games sponsored, using online ads or asking for donations are all means of making money from your work. You need money to eat, so try to make some.


24. Have fun.
If you're not having fun then quit. You only live once; there’s no reason to keep doing something if it's not making you happy.


[Edmund McMillen is an independent game designer & illustrator based in Santa Cruz, CA. Best known for his work on Gish, Braid and the upcoming Super Meat Boy. Edmund has also spent the past 6 years working on honing his craft by releasing smaller, more personal online projects like Coil, Aether and Time Fcuk.]

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